I’ve been following the developments of this game closely, and as a long-time Shaggy main, I’m thrilled to see some much-needed adjustments to his Rage Ground Down Special. I used to get frustrated when the shockwave would sometimes appear above the ground, making it difficult to use effectively. This fix will surely make my experience with Shaggy more consistent and enjoyable.
More recently, Player First Games announced that Samurai Jack is set to join MultiVersus. Now, they’ve released the patch notes for Season 2, providing a detailed breakdown of all the new features coming to this platform fighter. However, Samurai Jack is just the beginning of what Season 2 has in store for MultiVersus players. In addition to the iconic character, there’s plenty more content on the horizon, including a new map inspired by the renowned Warner Brothers Water Tower. Furthermore, several characters will see reduced prices, making it more accessible for fans to play with their preferred WB champions.
As a long-time fan of Player First’s multiplayer game, I’m thrilled to share some exciting news with you all! I’ve noticed that three beloved characters have recently been made available for purchase outside of the season pass or at reduced costs. For instance, I’ve always wanted to add Jason and Agent Smith to my roster, and now I can do so using Fighter Currency. The Joker, another fan-favorite character, is also now more affordable.
Hey there, fellow gamers! I’m excited to share some awesome updates with you about our beloved game, MultiVersus. Here’s a run-down of what’s new in Season 2, straight from the developer’s perspective:
MultiVersus Season 2 Patch Notes
General
- New Fighter: Samurai Jack joins the Multiverse! Purchase the season 2 Battle Pass to immediately receive Samurai Jack as a playable fighter.
- Jason and Agent Smith are now available for purchase in the store for 6000 Fighter Currency or 1000 Gleamium
- The Joker’s price has been lowered to 3000 Fighter Currency from 6000 Fighter Currency
- New Map: Water Tower has been added to the game! Water Tower comes with three variants: default, locked door, and 1v1 versions
Ranked
Now, ranked matches with a queue size of two or one are accessible (minimum account requirement is level 5). Compete and gain Ranked Points to advance through the ranks and receive seasonal rewards!
- Ranked matches are best-of-3 sets, and leaving a match early will incur a leaver RP penalty.
- Same-character teams are not allowed in ranked matches.
- Your rank is separate on each character you play, in each queue you play them. Try to rank up as many characters as you can!
Rifts
As someone who has been deeply invested in the world of The Path of the Samurai for years, I am thrilled to announce that the highly anticipated Rift is now accessible to all! This isn’t just another update or expansion pack; it’s a new journey that I’ve had the privilege of witnessing and contributing to from its inception.
Rift Updates
- Fixed an issue where certain attacks would freeze when hitting destructible enemies.
Events
- Events now reward event currency/tokens which players can redeem for in-game items
- We’ve added new Event Shops to exchange earned currency/tokens for new themed skins and cosmetics
- Event missions now release on a weekly basis
- PvP games now also award Event experience
- Certain fighter variants are now tagged as “Boost” variants. Equip “Boost” variants during an Event to increase experience rate when playing in PvP
- “Boost” variants will increase experience rate for Fighter Mastery, Battle Pass, Career, and Event progression.
- “Boost” variants can be earned and used prior to the end of an Event
- “Boost” variants allow for accelerated progression, but are not required for Event completion.
Combat Changes
To enhance the experience of offensive gameplay, we’re examining the combat system for all characters. Some attacks have been modified to serve as effective combo initiators. Additionally, ground jumps have been fine-tuned to facilitate smoother aerial transitions. Further adjustments will be announced in our midseason update.
In our upcoming patch, we’ll be changing the term used in our release notes for the time frame where you can input an action to interrupt an opponent’s move before it finishes. Instead of “branch window,” we’ll now call it the “cancel window.”
- Fighters now maintain their ground momentum into a ground jump even if it exceeds their maximum air speed. This will allow for fighters to better “jump in” against defensive enemies.
- Fighters frozen by receiving maximum stacks of ice debuff now applies an incapacitate-resistance buff to frozen fighters
- Fighters affected by the “Stop Camping” debuff can no longer gain any dodge meter until the fighters engage in combat.
- Fighters clinging to a wall will begin to slide faster after spending 1.5 seconds on the wall, down from 2.5 seconds; time until “wall fatigue” debuff unchanged.
- Terrain bounce knockback has been standardized across the cast to prevent lighter characters from taking extra knockback from terrain bounces
- Maximum Weakened debuff stacks has been reduced to 3 from 5
- General Bugfixes
- Fixed an issue where a fighter undergoing extremely high knockback would not be knocked away.
- General Perks
- Air Walker
- Cancel window after platform spawn delayed 6 frames
Characters
Legend:
+ = Buff
– = Nerf
~ = Change
* = Bugfix
Note: Attacks callouts reference default controls.
Agent Smith
Agent Smith made a strong debut in the multiverse at the beginning. To improve his less desirable aspects and maintain his appeal for potential buyers in season 2, we plan to modify certain behaviors and enhance his overall experience.
General
- * Fixed an issue where Agent Smith’s sticker emote taunt was playing the wrong animation
- * Fixed an issue where certain animations had misaligned hurtboxes
Ground Dash Attack
- + First hit now more consistently combos into gunshot hits
- + First hit hitbox active duration increased 6 frames
Ground Side Attack 1
- + On-hit jump cancel window advanced 12 frames (reverted from patch 1.07)
- – Hitbox start-up time delayed 1 frame
Air/Ground Neutral Attack
- ~ Ground version can no longer slide off ledge
- + Now breaks armor
Air Down Attack
- – On-hit cancel window delayed by 3 frames
Air Up Attack
- – Repeat-move lockout increased to 18 frames from 8 frames
Ground Down Special
- ~ Now applies incapacitate-resistance buff to incapacitated enemies
- + Now breaks armor
Air Neutral Special
- – Start-up window before charge increased 4 frames; ground version unchanged
Arya
Air/Ground Neutral Special
- ~ Stun attack from face-stealing another Arya now applies incapacitate-resistance buff to incapacitated enemies
Batman
Ground Dash Attack 1
- – Hitstun reduced
- ~ Automatic cancel window into second hit advanced 8 frames
Ground Down Attack
- + Uncharged knockback increased to 1650 from 1425
- * Fixed an issue where batarang would not apply weakened when thrown from Batman’s smoke
- * Fixed an issue where bat bomb could attach to two enemies at the same time if an attack hit two enemies on the same frame
Black Adam
Air Side Attack
- – First hit knockback scaling reduced to 1 from 5
- This should help the attack link better into the second hit against enemies with high damage
Air/Ground Side Special
- * Fixed an issue where the projectile would be destroyed after being reflected
Bugs Bunny
Ground Side Special
- ~ Now applies incapacitate-resistance buff to incapacitated enemies
Garnet
Ground Up Attack
- + Full-charge third hit damage increased to 8 from 4
- – Max charge multiplier decreased to 1.5x from 2x, meaning the damage on this hit has increased to 12 from 8
- + Full-charge third hit knockback increased to 1850 from 1650
- + Full-charge third hit knockback scaling increased to 20.5 from 16.5
- + Full-charge third hit knockback made more vertical
- ~ Added speed particle effects for fighters with at least 1 stack of rhythm buff
Gizmo
- ~ Arrow charge jump height adjusted to better match normal jump height
- – Music notes spawned by this attack while attached to an ally no longer deal knockback
- – No longer has a hitbox on the piano while attached to an ally
Air/Ground Up Special
- – Maximum ally attach time reduced to 8 seconds from 10 seconds
“Rhythm’s Gonna Getcha” Perk
Harley Quinn
- + First hits more reliably combo into final hit
Air Side Attack 1
- – Second hit knockback scaling reduced to 1 from 8
- This should help the attack link better into air side attack 2 against enemies with high damage
- ~ Bomb self-attach lockout increased to 1 second from 0.5 seconds
Iron Giant
The Iron Giant has been serviced in the workshop, but he continues to pose a threat in player versus player (PvP) matches. Currently, his defensive features seem too robust, so we plan to adjust his hitboxes and amplify the hitstun he experiences when struck. Our goal is for him to play more like other fighters when taking low damage. By lessening his defense somewhat, we hope to bring him into better balance with the rest of the roster.
- * Fixed an issue where certain animations had misaligned hurtboxes
- – Increased hitstun taken
- ~ Slightly reduced knockback taken at low damage
- – Reduced hitpause influence modifier at low damage
- – Reduced weight to 140 from 150
Passive
- – Iron Giant no longer gives himself a Thorns buff while he has gray health. Ally Thorns unaffected.
- ~ Gray health gained from Rage Mode now scales based on bolts, down from 30
- – Burst cooldown increased to 37 seconds from 29 seconds
- – On-whiff cancel window delayed 4 frames
Air Neutral Attack
- – On-whiff cancel window delayed 4 frames
- – Less aerial momentum is maintained on-hit
- – First hit start-up window increased 3 frames; second hit and 3rd hit timing updated to compensate, final hit timing unchanged, animation timing unchanged
- – Knockback reduced to 2200 from 2850
Air Down Special
- – Air cancel window delayed 16 frames; ground version unchanged
- – Landing active hitbox duration reduced 2 frames
Rage Mode Air/Ground Side Special
“Static Discharge” Perk
- ~ Perk is currently disabled while we update Iron Giant’s passive
Jake
As a gamer, I’ve noticed that Jake hasn’t been at his best in Player versus Player (PvP) battles lately. To help him improve, we plan to make some adjustments with our midseason update. But until then, we want to provide him with some new resources to boost his performance.
- * Fixed an issue where certain animations had misaligned hurtboxes
- + Start-up window reduced 8 frames
- + First hit more reliably combos into second and third hits
- + Third hit damage increased to 7 from 5
- + Third hit knockback increased to 2150 from 1850
- + Third hit knockback scaling increased to 20 from 18
- ~ Third hit knockback angle made more horizontal
Air Neutral Attack 1
- + Knockback scaling increased to 8 from 0
- ~ Knockback angle made more vertical
- + Hitstun increased
- + More aerial momentum is maintained on attack start-up
Air Neutral Attack 2 is now Air Neutral Attack, Neutral Special Follow-Up
- ~ Input requirements changed to neutral special after air neutral attack
- ~ Using this attack consumes one air special
- + Now launches Jake upwards and forwards
- ~ Now only hits one time
- + Knockback increased to 2100 from 1000
- + Knockback scaling increased to 18 from 10
- ~ Knockback angle made more horizontal
- + Hitbox size increased
Jason
- – Hitstun reduced slightly
“Resurrectionist” Perk
- ~ Resurrected fighters are now immediately rung out when the effect ends, instead of being launched upwards
LeBron
Air Side Attack (No Basketball)
- + On-hit cancel window advanced 2 frames
Marvin
- – Repeat-move lockout increased to 15 frames from 8 frames
Morty
Morty heavily depends on his powerful ground-based ability, leading to a rather defensive playstyle. To weaken the impact of his ground special and enhance his up-close combat abilities, we proposed some adjustments that aim to improve his overall performance.
- + Hitbox size increased
Ground Side Attack, Neutral Attack Follow-up (Whip)
- + Snake projectile collision adjusted so they are less likely to instantly collide with terrain on spawn
- ~ Knockback angle made slightly more vertical
- + Knockback increased to 1300 from 1000
- + Knockback Scaling increased to 6 from 5
Air Side Attack 2
- ~ Hitbox size adjusted
- – Hitbox start-up delayed 1 frame
- – Now has a max spawn range of 1900 units
Reindog
Ground Neutral Attack
- + On-hit cancel window advanced 22 frames; air version unchanged
- + Hitbox active duration increased 4 frames
- ~ Visuals now better match hitbox timing
- * Fixed an issue where Reindog could use this attack in the air
Air Up Special
- * Fixed an issue where this attack would automatically cancel near edges of the blast box
- * Fixed an issue where this attack would prevent Reindog from refreshing air resources when landing
- * Fixed an issue where this attack would not properly branch into ground up special
Rick
- + Knockback increased to 1750 from 1500
- – Knockback scaling reduced to 6 from 12
- + Hitstun increased
- * Fixed an issue where the cooldown would visually begin before portals were destroyed
Shaggy
Rage Ground Down Special
- * Fixed an issue where the shockwave would appear visually above the ground
Rage Air Down Special
Steven Universe
- * Fixed an issue where air neutral dodges were not consuming air evades
- * Fixed an issue where certain animations had misaligned hurtboxes
- + First hit more reliably combos into second hit
- + Second hit now comes out faster after first hit
Stripe
- ~ Knockback angle made more diagonal towards Stripe
- – No longer allows dodge-canceling between shots
Air Side Special
- * Fixed an issue where Stripe would occasionally teleport to the wrong target on-hit
Air/Ground Down Special
- – Now applies a 6-second cooldown when the dynamite explodes
- – Now limited to 2 ammo with a 15-second ammo cooldown
Superman
- – Less aerial momentum is maintained on attack start-up
- – Less aerial momentum is maintained on-hit
Taz
As a dedicated fan of Taz, I’ve noticed that he’s been getting a lot of action in the game lately due to the limited number of powerful moves available. However, I believe it’s important for Taz to have a wider range of attack options to keep things interesting and fair for all players. That’s why we’ve decided to tone down some of his more dominant attacks, such as ground up attack and ground neutral attack, to create a more balanced gameplay experience. On the other hand, we’re going to boost the effectiveness of some of his less-frequently used moves to give him a more diverse and dynamic arsenal.
- + First hit more reliably combos into second hit
- + Now applies additional stacks of Tasty debuff based on charge time
- + Uncharged damage increased to 7.5 from 4
- + Uncharged knockback increased to 2400 from 1450
- ~ Knockback made more horizontal
- + Hitstun increased
- + On-hit cancel window advanced 3 frames
- – Charge can no longer be held indefinitely; attack auto-triggers after holding input for 1.3 seconds
- – On-whiff cancel window delayed 4 frames
- + Now applies additional stacks of Tasty debuff based on charge time
- Now has projectile immunity on certain hurtboxes while attempting to eat
- ~ Restricted momentum on-hit to prevent the attack from dropping multiple hits
- + Final hit damage increased to 10 from 8
- + Knockback increased to 2150 from 1850
- + Knockback scaling increased to 25.5 from 24.5
- + Now applies stacks of Tasty debuff on-hit if used to reflect an enemy projectile
“I Gotta Get In There” Perk
- ~ Allies can no longer enter the dogpile after it has hit an enemy. This will fix issues with allies getting stuck to Taz after the attack has concluded.
“Iron Stomach” Perk
- * Fixed an issue where the anvil’s item pickup label was displaying incorrectly
The Joker
- – On-whiff cancel window delayed 6 frames
- * No longer prevents terrain bounce on knockback
- – On-hit cancel window delayed 3 frames
- – On-whiff cancel window delayed 1 frame
- – Repeat-move lockout increased to 20 frames from 15 frames
Tom & Jerry
- – Sweetspot removed
- This sweetspot was misconfigured and near-impossible to hit. Tom & Jerry’s air up attack was already strong without the sweetspot so the sweetspot has been removed
- + Now launches Tom higher on start-up
Velma
Ground Down Special (Mystery Machine)
- * Fixed an issue where the Mystery Machine could grab two fighters if it hit them on the same frame
Wonder Woman
- + On-hit cancel window into ground side attack 2 advanced 2 frames
- + Cooldown removed
- – Repeat-move lockout increased to 8 frames from 0 frames
- – On-whiff cancel window delayed 8 frames
Whip of Hephaestus Perk
- – Lasso on-whiff cancel window delayed 8 frames
Grapple of Hermes Perk
- – Lasso on-whiff cancel window delayed 16 frames
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2024-07-24 04:40